On your turn
Move up to your speed (split it before and after your action) · 1 action · 1 bonus action only if a feature gives you one · talking and one quick object interaction are free.
- Attack
- Strike with a weapon or your fists.
- Cast a Spell
- A spell with a casting time of 1 action.
- Dash
- Double your movement this turn.
- Disengage
- Move without provoking opportunity attacks.
- Dodge
- Attacks against you have disadvantage; you have advantage on Dex saves — until your next turn.
- Help
- Give an ally advantage on their next ability check or attack.
- Hide
- Make a Stealth check to become unseen.
- Ready
- Prepare an action with a trigger ("I shoot when it moves").
- Search
- Make a Perception or Investigation check to find something.
- Use an Object
- Drink a potion, pull a lever, pick a lock.
Not your turn
- Reaction (1 per round)
- Opportunity attack when a foe leaves your reach, the shield spell, and similar.
Conditions
- Blinded
- Can't see. Attacks against you have advantage; yours have disadvantage.
- Charmed
- Can't attack or harm the charmer.
- Deafened
- Can't hear.
- Frightened
- Disadvantage on checks and attacks while the source is in sight; can't move closer to it.
- Grappled
- Speed is 0.
- Incapacitated
- Can't take actions or reactions.
- Invisible
- Can't be seen. Attacks against you have disadvantage; yours have advantage.
- Paralyzed
- Incapacitated; can't move or speak; attacks against you have advantage and auto-crit within 5 ft; fail Str/Dex saves.
- Petrified
- Turned to stone. Incapacitated; resistant to damage.
- Poisoned
- Disadvantage on attacks and ability checks.
- Prone
- Melee attacks against you have advantage, ranged have disadvantage; your attacks have disadvantage; standing costs half your movement.
- Restrained
- Speed is 0; attacks against you have advantage, yours have disadvantage; disadvantage on Dex saves.
- Stunned
- Incapacitated; can't move; fail Str/Dex saves; attacks against you have advantage.
- Unconscious
- Incapacitated; can't move or speak; unaware of surroundings; attacks against you have advantage and auto-crit within 5 ft.
⏱ Rounds & Turns
🌀 Summoning Ritual
📋 Initiative
📌 Quick Reference
- De-escalation: genuine offer of food/work → parley, Persuasion DC 13 (advantage with real food or vouched work). Star moss: advantage on Cha checks.
- Warrior morale: at half HP → DC 11 Wis save or flee. Half the warriors down/fled → rest flee automatically.
- Tressym: top of round 2, 1d4+1 dive (+4, 1d4+2). Whistle the town call (action) for 1d4 more — once per PC. They won't touch Croaker.
- Tuning: struggling → 4 warriors. Stomping → ritual finishes a round early.
📖 Stat Blocks
Bullywug Warrior AC 12 · HP 11
Speed 20 ft., swim 40 ft. STR 12 DEX 12 CON 12 INT 7 WIS 10 CHA 7
Bite. +3 to hit, 5 ft. Hit: 4 (1d6+1) piercing.
Spear. +3 to hit, 5 ft. or 20/60 ft. Hit: 4 (1d6+1) piercing.
Morale. At half HP: DC 11 Wis save or Disengage and flee. Half the warriors down/fled → the rest flee.
Mudmother, Bullywug Shaman AC 11 · HP 27
Speed 20 ft., swim 40 ft. WIS 14 (+2)
Gnarled Staff. +3 to hit. Hit: 4 (1d6+1) bludgeoning.
Spellcasting (1/day each): fog cloud, entangle (DC 11, grasping mud).
Croaking Chant. Action: chants at the mud altar → ritual +1.
Old Croaker, the Drowned King AC 11 · HP 39 (19 weakened)
Speed 20 ft., swim 40 ft. STR 15 (+2)
Bite. +4 to hit. Hit: 7 (1d10+2) piercing, grappled (escape DC 12).
Swallow. Bite a grappled Medium-or-smaller target: swallowed (blinded, restrained, 3 acid/turn). Escape: DC 12 Str, or deal 8+ damage in one turn.
Dread Croak (recharge 5–6). 30 ft.: DC 11 Wis or frightened 1 min (save each turn).
Weakened: HP 19, no Swallow, no Dread Croak.
Tressym AC 12 · HP 5
Dive. +4 to hit. Hit: 1d4+2 slashing vs. a bullywug of the party's choice, then climbs out of reach. They will not engage Old Croaker.